John 3rd -> Islands of Destiny: RA 5.0 Japanese Side (11/15/2012 2:44:55 PM)

Greetings.

This will be the Japanese counterpoint to Canoerebel's AAR for our game that will be starting in about a week or so.

The game is Reluctant Admiral's new edition in the 5.0 format. It is a Da Babes-Based Mod and I will add the Reluctant Admiral description in the next Post.

Dan and I have known and played each other since the Uncommon Valor days. We had a magnificent campaign over in WitP that went into mid-1945 where I launched an Invasion of India (in 1945) as the final roll of the Japanese dice. It was fun and CRAZY! Very fond memories of that campaign.

Next Post contains the RA Scenario Description.

May the best man win!

John 3rd -> Islands of Destiny: RA 5.0 Japanese Side (11/15/2012 2:47:05 PM)

The Reluctant Admiral is a Japanese 'what if' scenario based upon a greater contribution by Adm. Yamamoto Isoroku. The premise of the Mod is that Yamamoto exerted a much greater influence first on the Japan Naval Aircraft Industry, then as Deputy Navy Minister, and finally as Navy Minister itself. Yamamoto chooses, at great risk to his life, to forego command of the Combined Fleet and dedicate himself to preparing Japan for a war he didn't want.

He adds two new slipways for Fleet construction to facilitate a different, final pre-war expansion of the Kaigun. New and expanded Naval Yards, Heavy Industry, and Armaments are added at tremendous cost for the Japanese economy as the Admiral attempts to prepare Japan for a possibly long war.

In so choosing to do this Yamamoto then changes the 4th Circle Building plan replacing the 3rd and 4th Yamato-Class Battleships with three improved Shokaku-Class CVs and a pair of Kawachi-Class fast Battlecruisers, two Tone-Class CAs, an accelerated Agano-Class deployment, and additional destroyers. Quick, reasonably cheap carrier conversions are moved forward seeing all of the pre-war CVs/CVLs deploy by December 7th or at slightly earlier dates in 1942.

The Japan Naval Air Arm is changed so that everything is staked to the Zero Airframe with a specialization of the Zero into a Land-Based Interceptor as well as CV-Based Fighters. Research and production expansion is achieved by streamlining the air industry (cutting several models) while bringing forward second generation aircraft: Judy, Jill, etc… By great effort the IJNAF deploys nearly all new aircraft on December 7th.

RA 5.0 now brings his ‘vision’ to the IJN’s Land Component. He reorganizes the SNLF units into a Brigade-Sized offensive force and—knowing it will be a war of attrition—converts many Naval Guard into enhanced units with Coastal Defense artillery for a stronger defensive unit. Additional small units are added to the IJN’s Troops and support units better reflecting Yamamoto's foresight into base building, defense, and expansion needs.

The foresight of the Admiral paysoff during 1942 and early-1943 as new ships, aircraft, and ground units enter into the Japanese Order-of-Battle, however, the cost is steep. Though expanded and using modern aircraft many Japanese Naval Air units start with their experience lowered to reflect the dilution of the experienced pilots into new units. Supply and fuel reserves start at a much reduced state. The Japanese MUST take the DEI as fast as possible.

In a major change over the previous versions of Reluctant Admiral, the 3.0 postulates more of Yamamoto’s influence upon the wartime Kaigun. First class destroyers are accelerated and emphasis is shifted to the AA Akizuki-Class at the expense of the more balanced Yugumo’s. Manpower is at a premium within the Fleet so Submarines, Escorts, and ASW forces all see a major retooling reflecting the Japanese quality over quantity belief. Yamamoto chooses the immediately useful projects, including 2nd-class destroyers, fast transports and coastal defense fleet, at the expense of large destroyers and subs offered by the stock, historical choice.

It should be noted that not all the changes are for the Japanese. The Allies see continued major changes in their starting locations, new air units, several ground units, a CLAA conversion for the Omaha-CL, a pair of additional CVLs, and options for nearly 10 CVEs. The added warships reflect a ‘stopgap’ counter to the increased Japanese strength found at war’s start.

How well can YOU do to use these new tools OR how well can you stop the Japanese Navy in its tracks as the Allies?

Designer's notes: 1. RA 5.0 is now fully compatible with Da Babe’s Modifications and may be used on the Extended Map with any other Babes feature. 2. Production is 'on' for this scenario 3. Garrison requirements have been raised in China as well as India to, hopefully, better reflect the political environment of the regions.

John 3rd -> Islands of Destiny: RA 5.0 Japanese Side (11/15/2012 2:55:00 PM)

Choices...

Choices...

CHOICES....

I always make a bid to do something 'deep' within the Japanese Offensive. In my current game against Lew I have taken ALL of Australia. Where to go this time?

Options: 1. Normal John Expansion: Original Perimeter, plus SE down to New Caledonia, NW Australia, and Dutch Harbor west in the Aleutians. 2. SE Thrust: Drive to take everything including Pago Pago and Suva. 3. Southern Thrust: Take New Zealand 4. Australia 5. Left Hook into India: Take Calcutta and all of NE India 6. Heavy Left Hook: Above plus Ceylon 7. India 8. All out China Attack

Throw 4 out since I've done that. Taking all of India--to me--is impossible so probably throw that out. HATE land warfare in China and it is unrealistic for Japan to actually take all of China (through it can be done in the GAME).

Interesting options. I'm looking forward to this game. With respect to your options, is it possible to combine numbers 2 AND 3 to take both New Zealand and Suva/Pago Pago? That might entirely sever the supply lines to eastern Australia from the US west coast.

RA combines the SNLF units from their Battalion strength (Assault Value about 70) to that of a Regiment (AV 210). One gets less units (they can still breakdown into 1/3) but gains a hammer for assault purposes. Three of the SNLF Assault brigades would be enough to initiate a move into the SE Pacific before substantial reinforcements arrive. The South Seas Force (144th Inf Reg) is still the only IJA unit under Kaigun's control at the start of the war. Could use this beginning Infantry strength to go after Suva--Pago Pago while awaiting several Inf Div for the NZ attack. If I land in New Zealand does Dan get the same units as if I took Australia?

Additionally, Michael and I were talking that the KEY is to force Dan to commit part of his Fleet so it can be destroyed. Will he be conservative or bold? This is true question. He is such a great opponent that I am sooooooo looking forward to seeing which playing style he'll adopt.

ME? Hell I am utterly predictable. CHARGE!

BANZAI! [sm=sterb029.gif]

Just checked and saw that taking NZ would add about 2-300 HI, roughly 400 LI, 4-600 Resources, and a shipyard to the Japanese economy if taken. There is some advantage in doing that.

Traskott: I just went over the old WitP Forum site to find the name of the AAR but was shocked that they had deleted nearly all of them. HORRIBLE. YES: I did land in India in 1945 and achieved total surprise. Didn't go well after that but it a trifle bit exciting to plan, carry out, and then watch.

YES: I will hit both PH and Manila on Turn One. Manila gets CarDiv1 while PH is slammed by CarDiv 2 and 5. As quickly as possible Mini-KB (Ryuho, Shoho, and Zuiho) will split to add a 3rd CV to each of the Heavy CV Carrier Divisions (2 CV and 1 CVL).

Some discrepancies in other PBEM AARs involving the use of paying 'retail' versus buying units on the cheap through an attached HQ changeover. You may want to clarify the nature of your expectations for #2.

Traskott: I just went over the old WitP Forum site to find the name of the AAR but was shocked that they had deleted nearly all of them. HORRIBLE. YES: I did land in India in 1945 and achieved total surprise. Didn't go well after that but it a trifle bit exciting to plan, carry out, and then watch.

They have not deleted any AARs, you just have to adjust the search settings in the forum to find them. I hope for Dans sake that this one gets further than the end of 42........he is due a decent long term challenge.

I've always believed that the USN PB4Y Liberators should be allowed to attack at lower elevations because the Navy training was for such. I also think that 4E bombers should be allowed to attack troops in bases (not troops that are in non-base hexes). It wasn't done regularly, but it was done and there is a period of the war where the allies will have nothing else that can reach the enemy.

I like the combination of 6 , 9 (what can be accomplished) and even an small excursion into Canada although stopping behind Bullwinkles tested reinforcement lines. We know Dan likes to read the tea leaves through intel why not give him a little bit of everything. [:)]

I like the combination of 6 , 9 (what can be accomplished) and even an small excursion into Canada although stopping behind Bullwinkles tested reinforcement lines. We know Dan likes to read the tea leaves through intel why not give him a little bit of everything. [:)]

THAT is an interesting thought Sulu. Push into Aussieland like I am going for it when--in reality--the true push is eastern India and Ceylon. Hmmm... Rather deceitful and somewhat diabolical. LIKE IT. Will sleep on that idea...

Bradford Kay made an interesting comment within my AAR that I think holds some merit. This is what he wrote:

I've always believed that the USN PB4Y Liberators should be allowed to attack at lower elevations because the Navy training was for such. I also think that 4E bombers should be allowed to attack troops in bases (not troops that are in non-base hexes). It wasn't done regularly, but it was done and there is a period of the war where the allies will have nothing else that can reach the enemy.

I’d be comfortable if we added to the 4EB Lines: 3. USN PB4Y Liberators are excluded from the 10,000Ft Naval Attack Restriction. 4. Any 4EB may bomb troops if they are located in a base hex.